Mathematics for Computer Graphics

Mathematics for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1846282837
Category : Computers
Languages : en
Pages : 251

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Book Description
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.

Mathematics for Computer Graphics

Mathematics for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1846282837
Category : Computers
Languages : en
Pages : 251

Get Book

Book Description
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.

3D Computer Graphics

3D Computer Graphics PDF Author: Samuel R. Buss
Publisher: Cambridge University Press
ISBN: 1139440381
Category : Computers
Languages : en
Pages :

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Book Description
This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.

Mathematical Tools in Computer Graphics with C# Implementations

Mathematical Tools in Computer Graphics with C# Implementations PDF Author: Alexandre Hardy
Publisher: World Scientific
ISBN: 9812791027
Category : Computers
Languages : en
Pages : 494

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Book Description
Presents introductory and advanced topics in the field of computer graphics with mathematical descriptions and derivations. This book offers a balance of theory, applications, and code, and derives the underlying numerical methods and algorithms. It contains the classes in C# necessary for computer graphics, and offers an explanation of the code.

Computer Graphics through Key Mathematics

Computer Graphics through Key Mathematics PDF Author: Huw Jones
Publisher: Springer Science & Business Media
ISBN: 1447102975
Category : Computers
Languages : en
Pages : 358

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Book Description
This book introduces the mathematical concepts that underpin computer graphics. It is written in an approachable way, without burdening readers with the skills of ow to do'things. The author discusses those aspects of mathematics that relate to the computer synthesis of images, and so gives users a better understanding of the limitations of computer graphics systems. Users of computer graphics who have no formal training and wish to understand the essential foundations of computer graphics systems will find this book very useful, as will mathematicians who want to understand how their subject is used in computer image synthesis. '

3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition PDF Author: Fletcher Dunn
Publisher: CRC Press
ISBN: 1568817231
Category : Computers
Languages : en
Pages : 848

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Book Description
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Introduction to the Mathematics of Computer Graphics

Introduction to the Mathematics of Computer Graphics PDF Author: Nathan Carter
Publisher: American Mathematical Soc.
ISBN: 1614441227
Category : Mathematics
Languages : en
Pages : 462

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Book Description
This text, by an award-winning [Author];, was designed to accompany his first-year seminar in the mathematics of computer graphics. Readers learn the mathematics behind the computational aspects of space, shape, transformation, color, rendering, animation, and modeling. The software required is freely available on the Internet for Mac, Windows, and Linux. The text answers questions such as these: How do artists build up realistic shapes from geometric primitives? What computations is my computer doing when it generates a realistic image of my 3D scene? What mathematical tools can I use to animate an object through space? Why do movies always look more realistic than video games? Containing the mathematics and computing needed for making their own 3D computer-generated images and animations, the text, and the course it supports, culminates in a project in which students create a short animated movie using free software. Algebra and trigonometry are prerequisites; calculus is not, though it helps. Programming is not required. Includes optional advanced exercises for students with strong backgrounds in math or computer science. Instructors interested in exposing their liberal arts students to the beautiful mathematics behind computer graphics will find a rich resource in this text.

Mathematics for Computer Graphics and Game Programming

Mathematics for Computer Graphics and Game Programming PDF Author: D. P. Kothari
Publisher:
ISBN: 9781683923565
Category : Computers
Languages : en
Pages : 0

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Book Description
Original title: Computer graphics in mathematical approaches

Mathematical Elements for Computer Graphics

Mathematical Elements for Computer Graphics PDF Author: David F. Rogers
Publisher: McGraw-Hill Science, Engineering & Mathematics
ISBN:
Category : Computers
Languages : en
Pages : 648

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Book Description
This text is ideal for junior-, senior-, and graduate-level courses in computer graphics and computer-aided design taught in departments of mechanical and aeronautical engineering and computer science. It presents in a unified manner an introduction to the mathematical theory underlying computer graphic applications. It covers topics of keen interest to students in engineering and computer science: transformations, projections, 2-D and 3-D curve definition schemes, and surface definitions. It also includes techniques, such as B-splines, which are incorporated as part of the software in advanced engineering workstations. A basic knowledge of vector and matrix algebra and calculus is required.

Mathematics for 3D Game Programming and Computer Graphics

Mathematics for 3D Game Programming and Computer Graphics PDF Author: Eric Lengyel
Publisher:
ISBN: 9780357671092
Category :
Languages : en
Pages :

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Book Description
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

Calculus for Computer Graphics

Calculus for Computer Graphics PDF Author: John Vince
Publisher: Springer
ISBN: 3030113760
Category : Computers
Languages : en
Pages : 303

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Book Description
Students studying different branches of computer graphics have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function’s derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred and seventy colour illustrations. This book complements the author’s other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer graphics, games and animation.